Spellpack Frost Spellpack: Ice Purge, Freezing Pulse, Cold Impact, Frostaholic

mr-death

Acolyte
Reaction score
51
Actually this Hero was submitted to a contest.
But the contest has already died since a long time ago.

So I think it's OK just to make use of these spells by posting it here, I'll revoke my contest entry (if necessary).
Well, hope they can be of use sometimes.

by the way... the name "Escortez Fricefolde" was a shuffle from "Ice", "Freeze", "Frost", and "Cold"

While the abilities' name also derived from those words.

Download: View attachment 22271

Cleaning Code
Trigger:
  • Dies
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Dying unit)) Equal to Nova
          • (Unit-type of (Dying unit)) Equal to Timing
          • (Unit-type of (Dying unit)) Equal to Freezer
          • (Unit-type of (Dying unit)) Equal to Freeze
          • (Unit-type of (Dying unit)) Equal to Frost Rain
          • (Unit-type of (Dying unit)) Equal to Timing-ultimate
          • (Unit-type of (Dying unit)) Equal to Icebiter
          • (Unit-type of (Dying unit)) Equal to Dum5
          • (Unit-type of (Dying unit)) Equal to Dum4
          • (Unit-type of (Dying unit)) Equal to Dum3
          • (Unit-type of (Dying unit)) Equal to Dum2
          • (Unit-type of (Dying unit)) Equal to Dum1
    • Actions
      • Unit - Remove (Dying unit) from the game


Ice Purge
Dispels an area with a neutralizing Frost without damaging any non-summoned units.
Level 1 - 200 AoE, cold lasts for 3 seconds, dealing 200 damage to summoned units.
Level 2 - 250 AoE, cold lasts for 4 seconds, dealing 250 damage to summoned units.
Level 3 - 300 AoE, cold lasts for 5 seconds, dealing 300 damage to summoned units.
This spell removes dispelable buffs, also removes blights. 700 Cast Range.
Cooldown: 20 seconds.

Code (2 Triggers)
First Trigger
Trigger:
  • IcePurgeNova
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ice Purge
    • Actions
      • Set Point = (Target point of ability being cast)
      • Unit - Create 1 Dum1 for (Owner of (Casting unit)) at Point facing Default building facing degrees
      • Unit - Add a 1.20 second Generic expiration timer to (Last created unit)
      • Unit - Set level of Ice Purge-nova (Neutral Hostile) for (Last created unit) to (Level of Ice Purge for (Casting unit))
      • Unit - Order (Last created unit) to Undead Lich - Frost Nova (Last created unit)
      • Custom script: call RemoveLocation(udg_Point)

Second Trigger
Trigger:
  • IcePurgeeffect
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ice Purge-nova (Neutral Hostile)
    • Actions
      • Set Point = (Position of (Casting unit))
      • Unit - Create 1 Nova for (Owner of (Casting unit)) at Point facing Default building facing degrees
      • Set IPsize = (100.00 + ((Real((Level of Ice Purge-nova (Neutral Hostile) for (Casting unit)))) x 50.00))
      • Animation - Change (Last created unit)'s size to (IPsize%, IPsize%, IPsize%) of its original size
      • Animation - Change (Last restored unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 35.00% transparency
      • Unit - Add a 1.20 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Point)

Freezing Pulse
Casts Instant Frostnova, continued by 6 surrounding frostbites that will explode in 2 seconds.
Level 1 - 50 main damage, 15 surrounding frostbites damage.
Level 2 - 75 main damage, 22.5 surrounding frostbites damage.
Level 3 - 100 main damage, 30 surrounding frostbites damage.
When used after Cold Impact, there is a chance to deal up to 280 damage to enemies on the center point. Note that the frostbites locks nearby enemies units.
Cooldown: 20 seconds.

Code (5 Triggers)
First Trigger
Trigger:
  • Freezing Nova
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Freezing Pulse
    • Actions
      • Set Point = (Position of (Casting unit))
      • Unit - Create 1 Dum3 for (Owner of (Casting unit)) at Point facing Default building facing degrees
      • Unit - Add a 1.20 second Generic expiration timer to (Last created unit)
      • Unit - Set level of Freezing-nova (Neutral Hostile) for (Last created unit) to (Level of Freezing Pulse for (Casting unit))
      • Unit - Order (Last created unit) to Undead Lich - Frost Nova (Last created unit)
      • Custom script: call RemoveLocation(udg_Point)

Second Trigger
Trigger:
  • Frostbites
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Freezing Pulse
    • Actions
      • Set Point = (Position of (Casting unit))
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Set Point2 = (Point offset by 200.00 towards ((Facing of (Triggering unit)) + ((Real((Integer A))) x 60.00)) degrees)
          • Unit - Create 1 Freeze for (Owner of (Casting unit)) at Point2 facing Default building facing degrees
          • Unit - Set level of Level-Frostbite for (Last created unit) to (Level of Freezing Pulse for (Casting unit))
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation(udg_Point2)
      • Custom script: call RemoveLocation(udg_Point)

Third Trigger
Trigger:
  • Freezingnova effect
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Freezing-nova (Neutral Hostile)
    • Actions
      • Set Point = (Position of (Casting unit))
      • Unit - Create 1 Nova for (Owner of (Casting unit)) at Point facing Default building facing degrees
      • Animation - Change (Last created unit)'s size to (250.00%, 250.00%, 250.00%) of its original size
      • Animation - Change (Last restored unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 35.00% transparency
      • Unit - Add a 1.20 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Point)

Fourth Trigger
Trigger:
  • Frostbitenova
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Dying unit)) Equal to Freeze
    • Actions
      • Set Point = (Position of (Dying unit))
      • Unit - Create 1 Dum2 for (Owner of (Dying unit)) at Point facing Default building facing degrees
      • Unit - Add a 1.20 second Generic expiration timer to (Last created unit)
      • Unit - Set level of Frostbite-nova (Neutral Hostile) for (Last created unit) to (Level of Level-Frostbite for (Dying unit))
      • Unit - Order (Last created unit) to Undead Lich - Frost Nova (Last created unit)
      • Custom script: call RemoveLocation(udg_Point)

Fifth Trigger
Trigger:
  • Frostbite
    • Events
      • Time - Every 0.40 seconds of game time
    • Conditions
    • Actions
      • Set UG = (Units in (Playable map area) matching (((Matching unit) has buff Freezing ) Equal to True))
      • Unit Group - Pick every unit in UG and do (Actions)
        • Loop - Actions
          • Unit - Remove Freezing buff from (Picked unit)
          • Unit - Create 1 Freezer for Neutral Hostile at (Center of (Playable map area)) facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
      • Custom script: call DestroyGroup(udg_UG)

Cold Impact
Sucks all nearby ground vulnerable enemies in 400 Area of Effect to you and releases a delayed Frost Nova. The delay before explosion is 2.30 seconds.
Level 1 - 75 damage.
Level 2 - 100 damage .
Level 3 - 125 damage.
You can walk and pull enemies but Frost Nova will explode on the first place you cast the spell.
Cooldown: 20 seconds.

Code (5 Triggers)
First Trigger
Trigger:
  • Settings
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Cold Impact
    • Actions
      • Set Point = (Position of (Casting unit))
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • IntS Less than 250
            • Then - Actions
              • Set IntS = (IntS + 1)
            • Else - Actions
              • Set IntS = 1
          • Set Point2 = (Point offset by 400.00 towards ((Facing of (Casting unit)) + ((Real((Integer A))) x 36.00)) degrees)
          • Unit - Create 1 Impact for (Owner of (Casting unit)) at Point2 facing Default building facing degrees
          • Unit - Add a 1.95 second Generic expiration timer to (Last created unit)
          • Set Distance[IntS] = 400.00
          • Set Spires[IntS] = (Last created unit)
          • Set Angle[IntS] = ((Facing of (Casting unit)) + (36.00 x (Real((Integer A)))))
          • Set Caster[IntS] = (Casting unit)
          • Custom script: call RemoveLocation(udg_Point2)
      • Unit - Create 1 Timing for (Owner of (Casting unit)) at Point facing Default building facing degrees
      • Unit - Set level of Level-Frostbite for (Last created unit) to (Level of Cold Impact for (Casting unit))
      • Unit - Add a 2.30 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Point)

Second Trigger
Trigger:
  • Nova
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Timing
    • Actions
      • Set Point = (Position of (Dying unit))
      • Unit - Create 1 Dum4 for (Owner of (Dying unit)) at Point facing Default building facing degrees
      • Unit - Set level of ColdImpactNova (Neutral Hostile) for (Last created unit) to (Level of Level-Frostbite for (Dying unit))
      • Unit - Order (Last created unit) to Undead Lich - Frost Nova (Last created unit)
      • Unit - Add a 1.10 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Point)

Third Trigger
Trigger:
  • Nova Effect
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to ColdImpactNova (Neutral Hostile)
    • Actions
      • Set Point = (Position of (Casting unit))
      • Unit - Create 1 Nova for (Owner of (Casting unit)) at Point facing Default building facing degrees
      • Animation - Change (Last created unit)'s size to (250.00%, 250.00%, 250.00%) of its original size
      • Animation - Change (Last restored unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 35.00% transparency
      • Unit - Add a 1.20 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Point)

Fourth Trigger
Trigger:
  • Moves
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 250, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Distance[(Integer A)] Greater than 30.00
              • Spires[(Integer A)] Not equal to No unit
            • Then - Actions
              • Set Point2 = (Position of Spires[(Integer A)])
              • Set Point4 = (Position of Caster[(Integer A)])
              • Set Angle[(Integer A)] = (Angle[(Integer A)] - 18.00)
              • Set Distance[(Integer A)] = (Distance[(Integer A)] - 16.00)
              • Set Point = (Point4 offset by Distance[(Integer A)] towards Angle[(Integer A)] degrees)
              • Set UG = (Units within 300.00 of Point2 matching ((((Matching unit) has buff Frostbite aura) Equal to True) and ((Level of Dumdisabler (+1) for (Matching unit)) Not equal to 1)))
              • Unit Group - Pick every unit in UG and do (Actions)
                • Loop - Actions
                  • Set Point3 = (Position of (Picked unit))
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • IntV Less than 250
                    • Then - Actions
                      • Set IntV = (IntV + 1)
                    • Else - Actions
                      • Set IntV = 1
                  • Unit - Add Dumdisabler (+1) to (Picked unit)
                  • Set Victim[IntV] = (Picked unit)
                  • Set DistanceV[IntV] = (Distance between Point3 and Point4)
                  • Set CasterV[IntV] = Caster[(Integer A)]
                  • Set AngleV[IntV] = Angle[(Integer A)]
                  • Custom script: call RemoveLocation(udg_Point3)
              • Unit - Move Spires[(Integer A)] instantly to Point, facing Angle[(Integer A)] degrees
              • Custom script: call DestroyGroup(udg_UG)
              • Custom script: call RemoveLocation(udg_Point)
              • Custom script: call RemoveLocation(udg_Point2)
              • Custom script: call RemoveLocation(udg_Point4)
            • Else - Actions
              • Unit - Remove Spires[(Integer A)] from the game
              • Set Spires[(Integer A)] = No unit

Fifth Trigger
Trigger:
  • Victimmoves
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 250, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Dumdisabler (+1) for Victim[(Integer A)]) Equal to 1
              • DistanceV[(Integer A)] Greater than 10.00
            • Then - Actions
              • Set Point2 = (Position of CasterV[(Integer A)])
              • Unit - Turn collision for Victim[(Integer A)] Off
              • Set AngleV[(Integer A)] = (AngleV[(Integer A)] - 18.00)
              • Set DistanceV[(Integer A)] = (DistanceV[(Integer A)] - 16.00)
              • Set Point = (Point2 offset by DistanceV[(Integer A)] towards AngleV[(Integer A)] degrees)
              • Unit - Move Victim[(Integer A)] instantly to Point
              • Custom script: call RemoveLocation(udg_Point)
              • Custom script: call RemoveLocation(udg_Point2)
            • Else - Actions
              • Unit - Turn collision for Victim[(Integer A)] On
              • Unit - Remove Dumdisabler (+1) from Victim[(Integer A)]
              • Unit - Remove Frostbite aura buff from Victim[(Integer A)]
              • Set Victim[(Integer A)] = No unit

Frostaholic
Calls freezing objects randomly from the sky in 600 AoE, each dealing up to 30 damage and slowing enemies for 3 seconds. Lasts 20 seconds.

In the lasting time, the ability adds one more ability to the hero:
Channel Frost Rain
Improves Frost Rain power by channeling. When channeling, the rain intensity within 300 AoE increases up to 200%, and also giving more effects to enemies in rain.
Effects:
Icebite Adds 25% chance every second to trap enemy units on ice, so they'll clean it up for 1 second before they are able to walk again. The ice also locks nearby air units to ground, disabling their wings to move.
Frostnova Rain Calling Frost Novas from the sky, dealing up to 35 damage each for 200 AoE, slowing enemies for 3 seconds.
Cooldown: 120 seconds.

Code (9 Triggers)
First Trigger
Trigger:
  • NovaRain
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Frostnova Rain
    • Actions
      • Set Point = (Position of (Dying unit))
      • Unit - Create 1 Dum5 for (Owner of (Dying unit)) at Point facing Default building facing degrees
      • Unit - Order (Last created unit) to Undead Lich - Frost Nova (Last created unit)
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Point)

Second Trigger
Trigger:
  • Decrease Height
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set UG = (Units of type Frostnova Rain)
      • Unit Group - Pick every unit in UG and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current flying height of (Picked unit)) Less than or equal to 0.00
            • Then - Actions
              • Unit - Kill (Picked unit)
            • Else - Actions
              • Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) - 500.00) at 5000.00
      • Custom script: call DestroyGroup(udg_UG)

Third Trigger
Trigger:
  • Frostattack initialization
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Set Playable = (Playable map area)
      • Set Frostatttack[1] = Frost Rain - frost
      • Set Frostatttack[2] = Frost Rain - frost2
      • Set Frostatttack[3] = Frost Rain - frost3
      • Set Frostatttack[4] = Frost Rain - frost4

Fourth Trigger
Trigger:
  • Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Frostaholic
    • Actions
      • Animation - Play (Casting unit)'s stand - 2 animation
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • IntU Less than 250
        • Then - Actions
          • Set IntU = (IntU + 1)
        • Else - Actions
          • Set IntU = 1
      • Unit - Add Casting to (Casting unit)
      • Unit - Add Channel Frostaholic to (Casting unit)
      • Set Point = (Center of (Playable map area))
      • Unit - Create 1 Timing-ultimate for (Owner of (Casting unit)) at Point facing Default building facing degrees
      • Set TimerUlti[IntU] = (Last created unit)
      • Set CastUlti[IntU] = (Casting unit)
      • Unit - Add a 20.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Point)
      • Player - Disable Frostaholic for (Owner of (Casting unit))

Fifth Trigger
Trigger:
  • Remove
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Dying unit)) Equal to Timing-ultimate
          • (Unit-type of (Dying unit)) Equal to Spirit of Northrend
    • Actions
      • For each (Integer A) from 1 to 250, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Dying unit) Equal to CastUlti[(Integer A)]
                  • (Dying unit) Equal to TimerUlti[(Integer A)]
            • Then - Actions
              • Unit - Remove Casting from CastUlti[(Integer A)]
              • Unit - Remove Channel Frostaholic from CastUlti[(Integer A)]
              • Player - Enable Frostaholic for (Owner of CastUlti[(Integer A)])
            • Else - Actions

Sixth Trigger
Trigger:
  • Randomize
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set UG = (Units in (Playable map area) matching ((Level of Casting for (Matching unit)) Not equal to 0))
      • Unit Group - Pick every unit in UG and do (Actions)
        • Loop - Actions
          • Set Point = (Position of (Picked unit))
          • For each (Integer A) from 1 to 8, do (Actions)
            • Loop - Actions
              • Set Point3 = (Point offset by (Random real number between 0.00 and 600.00) towards (Random angle) degrees)
              • Set Point2 = (Point3 offset by (Random real number between 5.00 and 14.90) towards (Random angle) degrees)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Playable contains Point2) Equal to True
                • Then - Actions
                  • Unit - Create 1 Frost Rain for (Owner of (Picked unit)) at Point3 facing Default building facing degrees
                  • Set Int = (Random integer number between 1 and 4)
                  • Unit - Add Frostatttack[Int] to (Last created unit)
                  • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
                  • Unit - Order (Last created unit) to Attack Ground Point2
                • Else - Actions
              • Custom script: call RemoveLocation(udg_Point2)
              • Custom script: call RemoveLocation(udg_Point3)
          • Custom script: call RemoveLocation(udg_Point)
      • Custom script: call DestroyGroup(udg_UG)

Seventh Trigger
Trigger:
  • Channel Increase Intensity
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set UG = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Spirit of Northrend) and ((String((Current order of (Matching unit)))) Equal to starfall)))
      • Unit Group - Pick every unit in UG and do (Actions)
        • Loop - Actions
          • Set Point = (Position of (Picked unit))
          • For each (Integer A) from 1 to 4, do (Actions)
            • Loop - Actions
              • Set Point3 = (Point offset by (Random real number between 0.00 and 300.00) towards (Random angle) degrees)
              • Set Point2 = (Point3 offset by (Random real number between 5.00 and 14.90) towards (Random angle) degrees)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Playable contains Point2) Equal to True
                • Then - Actions
                  • Unit - Create 1 Frost Rain for (Owner of (Picked unit)) at Point3 facing Default building facing degrees
                  • Set Int = (Random integer number between 1 and 4)
                  • Unit - Add Frostatttack[Int] to (Last created unit)
                  • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
                  • Unit - Order (Last created unit) to Attack Ground Point2
                • Else - Actions
              • Custom script: call RemoveLocation(udg_Point2)
              • Custom script: call RemoveLocation(udg_Point3)
          • Custom script: call RemoveLocation(udg_Point)
      • Custom script: call DestroyGroup(udg_UG)

Eighth Trigger
Trigger:
  • Channel Increase Frostnova
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set UG = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Spirit of Northrend) and ((String((Current order of (Matching unit)))) Equal to starfall)))
      • Unit Group - Pick every unit in UG and do (Actions)
        • Loop - Actions
          • Set Point = (Position of (Picked unit))
          • For each (Integer A) from 1 to 4, do (Actions)
            • Loop - Actions
              • Set Point3 = (Point offset by (Random real number between 0.00 and 600.00) towards (Random angle) degrees)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Playable contains Point3) Equal to True
                • Then - Actions
                  • Unit - Create 1 Frostnova Rain for (Owner of (Picked unit)) at Point3 facing Default building facing degrees
                  • Animation - Change (Last created unit)'s animation speed to 50.00% of its original speed
                  • Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                • Else - Actions
              • Custom script: call RemoveLocation(udg_Point3)
          • Custom script: call RemoveLocation(udg_Point)
      • Custom script: call DestroyGroup(udg_UG)

Ninth Trigger
Trigger:
  • Channel Increase Icebite
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set UG = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Spirit of Northrend) and ((String((Current order of (Matching unit)))) Equal to starfall)))
      • Unit Group - Pick every unit in UG and do (Actions)
        • Loop - Actions
          • Set Point = (Position of (Picked unit))
          • Set UG2 = (Units within 600.00 of Point matching (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True))
          • Set PU = (Picked unit)
          • Unit Group - Pick every unit in UG2 and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Random integer number between 1 and 100) Less than or equal to 25
                  • ((Picked unit) is alive) Equal to True
                • Then - Actions
                  • Unit - Create 1 Icebiter for (Owner of PU) at Point facing Default building facing degrees
                  • Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                  • Unit - Order (Last created unit) to Orc Raider - Ensnare (Picked unit)
                • Else - Actions
          • Custom script: call DestroyGroup(udg_UG2)
          • Custom script: call RemoveLocation(udg_Point)
      • Custom script: call DestroyGroup(udg_UG)


;) Enjoy

Download: View attachment 22271

I'll give more screenshots later, if possible.

Edit: A Screenshot

Channel Frostaholic!!
 

Komaqtion

You can change this now in User CP.
Reaction score
469
In the spell Freezing Pulse, why do you have two triggers with the same event and condition ?! :S

Just merge them together ;)

(Actually the THREE first triggers can be merged... Since you're casting the spell right away, just create the dummy then instead of having to use another trigger and event... This isn ot needed though, and I don't know if it'll make the spell look weird :S XD)

In your fourth trigger there, remove the "Or" condition and just use the regular one :D

Code:
Unit - Create 1 Freezer for Neutral Hostile at [COLOR="Red"](Center of (Playable map area))[/COLOR] facing Default building facing degrees

Leaks in the fifth trigger. Or are you even supposed to use (Center of (Playable map area)) there ?! :S

You can also merge all of the "Every 1.00 seconds of game-time" in the last spell...


But otherwise, nive leakless, MUI, GUI spells ;) :p
 

Jedi

New Member
Reaction score
63
Correct me if I am wrong :)

When a unit dies, if its death type(take a look at object editor) can't raise and doesn't decay, and unit isn't a hero, it will be removed by game.So your clean trigger unnecessary.
 

mr-death

Acolyte
Reaction score
51
Thanks for the feedback! :D

I separate those triggers so the newbies and beginners would really enjoy reading those GUI stuffs.

And so they can easily be corrected. (Am I not right?)

But nevertheless. I made them separated as for spell packs. So you can collect and use the spells one by one easily, without too much time for re-coding.

Less or more, I'll fix the problems later.

;)
 
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